Graphix Library (gfx) Sample Demos

Location

$Library/demos/gfx

Compilation

Change directories to $Library/demos/gfx, and execute:

% omake
  The executable (.cci) file is generated in:
$Library/build/demos/g3d/(sample demo name)/bin/(platform)/(target)/
    For example:
$Library/demos/gfx/SimpleDemo/images/CTR-TS.Process.MPCore.fast/Release/
 

Execution

Description

Graphics
SimpleDemo Simply displays a model.
SceneTreeDemo Propagates transforms from parent nodes to child nodes.
ResourceDemo Loads lookup tables and shaders from a separate file and displays them.
MultiInstanceDemo Copies a model instance and displays it.
Animation
AnimationDemo Demo of skeletal animation.
MultiAnimationDemo Displays multiple animations for things like materials and cameras.
AnimationBlendDemo Demo for blending animations.
AnimationChangeDemo Demo for switching animations without recreating an animation evaluation class.
PartialAnimationDemo Demo for playing partial animation when multiple animation evaluation classes are bound to a single mode.
Particle
ParticleDemo This is an example of the easiest way to use particles.
ParticleApplicationDemo This demo shows a sample implementation of a particle application.
ParticleChangeVtxDemo Demo for changing particle information.
ParticleChokeDemo This demo includes termination of particle emissions.
ParticleCtrlEmissionDemo This demo controls the emission volume of particles.
ParticleCombinationNodeDemo This demo introduces various combinations of particle models and emitters.
ParticleMissileDemo This is a demo of firing missiles generated by particles in any direction and deleting them at any timing.
ParticleRecycleDemo This demo re-uses instances of particles.
ParticleUpdaterDemo This demo uses a user-defined updater for particles.
ParticleScaleDemo This demo can be used to check the effect of applying scaling to ParticleModel, ParticleEmitter, and Particle objects.
ParticleDropFrameDemo This demo illustrated how to handle dropped frames when using particles.
Applying
ProjectionShadowDemo Demo for applying shadows by projecting rendered results as a texture from the direction of the light.
ShadowMapDemo Demo for creating a depth map that saves distances from lights and then applying shadows using this information.
ConstraintDemo Demo for constraining nodes to the bones of a skeletal model.
DynamicMaterialDemo Demo for dynamically changing material settings.
FastCreateDemo This demo shows how to create objects at high-speed using a frame heap.
UserRenderNodeDemo This demo displays a model using the CTR-SDK GR library inside render commands set for user-defined render nodes.
Low-Level API Functions
LowLayerDemo Demo for displaying a model without using a scene graph.
LowLayerAnimationDemo Demo for playing an animation without using a scene graph.
ParticleLowLayerDemo Demo for displaying a particle model without using a scene graph.

Load Indicator

The CPU and GPU load are indicated in the lower screen for most demos.

The CPU load indicates the time to process one frame, excluding the processes listed below.

If the CPU and GPU are operating in parallel, the CPU processing time increases due in part to the effect of interrupts.

The GPU load displays the processing time per frame required by the drawing process for a model or other drawing target. The time shown does not include the time for buffer transfer or the time to display the load indicator.


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